Shader "Custom/Background" { Properties { _Color ("Color", Color) = (1,1,1,1) [PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {} _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="Geometry" "RenderType"="TransparentCutout" } LOD 200 Cull Off CGPROGRAM #pragma surface surf Lambert addshadow fullforwardshadows #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; fixed _Cutoff; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; clip(o.Alpha - _Cutoff); } ENDCG } FallBack "Diffuse" }